/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Mechanics/RectangleMarqueeMechanic.h
Attach to the mechanic's delegates and use the passed rectangle to test against your geometry.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URectangleMarqueeMechanic : public [UInteractionMechanic](API\Runtime\InteractiveToolsFramework\UInteractionMechanic), public [IClickDragBehaviorTarget](API\Runtime\InteractiveToolsFramework\BaseBehaviors\IClickDragBehaviorTarget)
FInputCapturePr...
BasePriority
bool
bUseExternalClickDragBehavior
If true, then theURectangleMarqueeMechanicwill not create an internalUClickDragInputBehaviorinSetup(), allowing the client to control the marquee with an external InputBehavior that uses the marquee mechanic as it'sIClickDragBehaviorTarget.
bool
bUseExternalUpdateCameraState
If true, then theURectangleMarqueeMechanicwill not query the tool manager for the current camera view state, but instead call the custom provided function, UpdateCameraStateFunc, to recieve the correct camera state for the CameraRectangle.
FCameraRectangl...
CameraRectangle
TObjectPtr<UCl...
ClickDragBehavior
OnDragRectangle...
OnDragRectangleChanged
double
OnDragRectangleChangedDeferredThreshold
If the computation time for a single call to OnDragRectangleChanged ever exceeds this threshold then future calls to this function (in the current drag sequence) will be deferred until the mouse button is released.
OnDragRectangle...
OnDragRectangleFinished
FSimpleMulticas...
OnDragRectangleStarted
Called when user starts dragging a new rectangle.
TUniqueFunction...
UpdateCameraStateFunc